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New! D&D 3E rules for deities and clerics!
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With the release of third edition Dungeons &
Dragons, you will see more and more of the
World of Raskia converted to
the new rules! Below you will find the new 3rd Edition stats for the
deities. Also, there is a handy chart and a
list of new Cleric Domains.
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The Raskian Pantheon
There are two known pantheons existing on the Raskian continent. The first
consists of those deities worshiped primarily by the Geirlish and Russk
people.
(GO ag)
Goag is the father of Kuthra and Ase,
and is known to be highly revered by the Kvells and Russks. His priests are
usually seen in port towns and on ships, and are responsible for ceremonies
involving ship christenings and marriages at sea. Most captains won't set
sail until they receive a blessing from one of Goag's priests and hear a
favorful augury to boot.
Goag is usually depicted as a large, powerful man with a flowing beard made
of kelp and a crown of fish swimming about his head. His home is said to be
a massive coral palace in the deepest part of the sea.
Alignment: Neutral
Symbol: Three dolphins swimming in a circle.
Domains: Water, Air, Travel
Favored Weapons: Trident, Net
Goag's Priesthood
For the past five or six hundred years, the number of Goag's active worshipers has
been declining. It has always been the policy that those seeking Goag's favor for
mercenary means have been ignored, and it is only those who come to him out of a true
love for the sea that are granted any say over his domain. The major center of
worship these days is the city of Anteel, a few days northeast of Tannik.
(KOO thruh)
The king of the gods, Kuthra is the husband of Ase and
rules over royalty and ancestors. Every day he watches over his people as
he takes the form of the sun and travels across the sky.
Kuthra's priests nearly always belong to the upper classes and are visited
by rulers, merchants, and other wealthy people for spiritual guidance and
advice. Many believe that by praying to Kuthra they can receive the
strength and wisdom of their ancestors when it is most needed.
His priests bear a great many responsibilities. They oversee coronations
and funerals and often serve as advisors to people of any rank. All Raskian
paladins to date have worshiped and followed Kuthra. They follow the normal
paladin rules outlined in the Player's Handbook.
Alignment: Lawful Good
Symbol: A golden disk, representing the sun.
Domains: Good, Law, Sun, War
Favored Weapons: Longsword, Lance
The Order of Kuthra
Based out of Tannik is Kuthra's major priestly order. They are very
politically inclined, and members of the Order of Kuthra hold political and
administrative offices as well as overseeing many public political
ceremonies. This order is made up entirely of male priests and is headed by
the Grand Patriarch. Regions and major cities are then under the
jurisdictions of Patriarchs, who each administer a number of Deacons.
The Militant Order of the Knights of Kuthra
More commonly known as simply the Knights of Kuthra, this order of paladins
and fighters dedicated to Kuthra's service is also based out of Tannik. It
is under the command of the Grand Master in Tannik, but owes fealty to the
Emperor of East Geir and the Grand Patriarch of the Order of Kuthra. These
warriors are feared and throughout Raskia and are well-known for their
vigilance and zealous pursuit of the Kuthran ideal.
(ELG)
An ancient deity recently rediscovered, Elgoth is the patron deity of the
Russks much like Kuthra is of the Geirlish. He is
said by Russks to have anciently ruled over the sun and the sky before the
coming of Kuthra, and now watches over the people themselves. Being
recently rediscovered in the world, his worship is confined to small cults,
and no leadership or central organization has arisen to lead His followers.
His ancient priests are believed to have been the sorcerors and leaders of
the Russks, and it is said that among the Russks he has some claim to the
realms of magic. Thus, Elgoth's reappearance contests both Kuthra and Ase as the primary deity of
the southern regions.
Alignment: Lawful Neutral
Symbol: A crescent moon and a coiling snake, representing the sky
over which Elgoth rules.
Domains: Law, Protection, Sun, Magic
Favored Weapons: Heavy Mace, Morning Star
(AH say)
While originally seen as a nurturing mother, the moon goddess Ase is now
viewed with fear and respect. In addition to the moon, Ase rules over
magic, madness, and lycanthropy. Her priestesses are easily visible as they
all wear striking robes of white which seem to almost glow of their own
accord.
Ase is a distant deity, worshiped primarily by Her priestesses and given lip
service by wizards and sorcerors. She is ignored by commoners unless some
urgent business seems to require her intervention. Lycanthrope and witch
hunters also pray to Ase for guidance.
Alignment: Neutral
Symbol: A white or silver disc representing the moon.
Domains: Magic, Moon, Trickery
Favored Weapons: Bow, Spear
The Order of Ase
Politically, said to be one of the most powerful of all the religious
orders, the Order of Ase is composed entirely of women and is based in
Tannik. Known for their brilliant white robes and deceptively innocent
demeanors, this order is responsible for the policing of the Argent Tower. It is for their efficiency
and swiftness in this regard that many have learned to take this
once-disregarded order very seriously.
Since their rise to power, the Order of Ase has opened schools for young
girls in all of Raskia's major cities. This has attracted a great number to
join the Order and caused a drastic growth that has undoubtedly left many
rulers and nobles feeling more than a bit uneasy.
(AG rek)
This war-loving god is the twin brother of Hadwn and
shares his realm in the depths of the earth. He is portrayed as a
scarlet-skinned giant with three heads and six arms, screaming for blood and
weilding a different gory weapon in each of his hands. Unlike other
deities, Aggrek encourages his priests to wage war upon one another. As
such, there are at least thirty known sects of Aggrek's followers. The most
important of these are Kardosan, Tannite, Cadoshan, and Elgite.
Aggrek is one of the Kvells' most beloved deities, and it
is believed that each of their clans has a sect of its
own. If this is true, it could shoot the number of known
Aggrekite sects into the hundreds.
Alignment: Chaotic Evil
Symbol: A small effigy of himself, usually customized depending on the
sect.
Domains: War, Chaos, Protection
Favored Weapons: All of them!
(GAH ra MOND)
For many ages, Garamond was a lost god. In the ancient tales, he was
referred to as the "Unnamed God" or the "Nameless One", but some years ago a
hidden cult in Attregna came across a lost parchment bearing His name.
Uttering it aloud, the power of Garamond was once again allowed to take root
in the world. Those who hunger for power can forsake all that is good by
calling upon His dark name.
Little is known of this dark god. Apparently, his powers of deceit were
once so great that he turned the Knights of Kuthra away from their holy
mission and caused them to commit many evil acts. Some scholars believe he
was a Geirlish demon given godlike powers through some fell ancient
ceremony. It is said he now rules over all demons and fiends, and they
rally to his standard.
Alignment: Lawful Evil
Symbol: A night-black Sun
Domains: Evil, Destruction, Trickery, Fire
Favored Weapons: Scourge, whip, heavy flail
(pih KAN oh)
This is a god with two sides: first, Pykano the
happy-go-lucky gambler, running arm-in-arm with his wife
Nunea and drinking wine with his
grandfather Goag. Second, Pykano the
somber and serious farmer, constantly fretting over his
crop. The last few centuries have seen Pykano's flock
grow by leaps and bounds. He is seen as the
"people's god", and the commoners love him.
Pykano's priests seem to be everpresent in smaller
communities. They fill in the holes where other priests
are absent, performing marriages, baptisms, annointments,
and blessings. They fill a major role in the seasonal
harvest festivals and often make the rounds during
planting season giving good words to the local farmers.
Legends say he lives deep in the Nunean Woods, where he
frolicks with his wife and the elves. All halfling
priests follow Pykano.
Alignment: Neutral
Symbol: A silver sickle and a sheaf of wheat.
Domains: Luck, Harvest, Earth, Plant
Favored Weapons: Sickle, flail, scythe
(noo NEE ah)
This mysterious nature goddess is often represented as a woman formed entirely of
greenery. Her great power is called upon by those living near the edges of civilized
land. She is said to be worshiped by the elves, and the gnomes seem to revere her
quite a bit, as well. She rules over nature, forests, and animals and is married to
Pykano.
Alignment: Neutral
Priests's Stats: Nunea's priests are identical to
druids.
The Druidic Order
Throughout Raskia, the Druidic Order which worships Nunea is the only priesthood known
to be universally recognized and represented. Never has one of Nunea's druids been
found that did not fit somewhere within the Order's hierarchy. In many cases,
especially in heavily forested areas, Druids have become Magistrates or protectors for
small farming villages. For more details about the Druidic hierarchy, consult the
Player's Handbook.
(HAD oo in)
Hadwn is the god of death and the Underworld, and rules over the subterranean land of
the dead named for him. As the God of Death, Hadwn is also the master of prophecy and
Fate, and it is said that in the Hall of the Dead he keeps a long scroll describing
the last moment of every man in Raskia. He is depicted as a tall, solemn man in dark
robes who rarely speaks. His relation to the other deities is never entirely clear.
He is either the twin brother or eldest son of Kuthra, and sometimes is said to be the
father of some of the other deities, Yvyx and Pykano in particular.
Rather than being feared as are most death gods, Hadwn is respected and honored by
every culture in Raskia. It is always a good omen to have Hadwn and his priests on
your side.
Alignment: Neutral
Symbol: A stylized skull in a ring of chains.
Domains: Death, Knowledge, Protection
Favored Weapons: Greataxe
The Church of Hadwn
Not centrally based, but present in every major city and many smaller communities, the
Church of Hadwn is rich in tradition and custom. Usually, Hadwn's churches are
locally known for their impressive libraries and learned, reclusive scholar-priests.
Hadwn's priests reside over a number of ceremonies, including the annointing of
warriors, marriages, funerals, coronations, baptisms, and anywhere else where future
fortune is wished. However, Hadwn requires a number of odd taboos of his priests:
- They are never allowed to cut their hair, although they are not required to wear a
beard. Most wear their hair in a long braid, wrapped around their neck.
- They are required to pray vigorously three times per day: once at dawn, once at noon, and once
at dusk.
- They must celebrate a separate holy day in the Spring and Fall to honor
Hadwn and those who have passed over to his realm.
(chas TAYN)
When a person is "blessed by Chastaine", they are usually artists,
philosophers, wisemen, or architects of a very high calibre. The goddess Chastaine is
portrayed as a woman of great beauty who lives in a castle nestled high in the clouds.
She rules over all things artistic, creative, and scholarly and is the patron deity of
bards, sages, and engineers.
The Hossacks know Chastaine as Shastania. In their land she is a much more
important goddess and stands next to Elgoth in
importance.
To the gnomes, Chastaine is the Bridgebuilder. She is portrayed as an elderly
male gnome whose gnarled staff conveys visions of invention and genius to any gnome it
touches. The cadre of gnomish priest-engineers who worship Chastaine are called the
"Bridgebuilders".
Alignment: Chaotic Good
Symbol: A woman's head with flowing blonde hair.
To gnomes, a gnarled staff crossed with a mallet and
chisel.
Domains: Craft, Travel, Knowledge
Favored Weapons: Quarterstaff, Hammer
Troubadours of Chastaine
A sort of Bardic College, the Troubadours of Chastaine are an order of religious bards
and priests dedicated to the arts. They travel across Raskia sharing their original
songs and poems, learning new ones, and making friends wherever they go. It is said
that these days, a Troubadour of Chastaine is safe even in Kvell territory.
Because they are so well-traveled and somehow well-organized at the same time, the
Troubadours of Chastaine are a valuable information-gathering organization. Many
rulers in the past have paid great sums of money to hear what they have to say.
The Bridgebuilders
Chastaine, or the Bridgebuilder, is the primary deity of Raskia's gnomes. They
worship her in their own way, and usually every Gnomish craftsman has a shrine to
Bridgebuilder in her workshop. However, there is a group of gnomish priests who have
taken their reverence even further. They call themselves the Bridgebuilders.
Taking vows of poverty, the Bridgebuilders turn their backs on their gnomish greed for
gems and wealth. Instead they travel the countryside going from town to town, where
they perform charitable deeds by building and repairing fences, mills, bridges,
irrigation ditches, and other feats of engineering that simple villagers and farmers
are often unable to afford. In addition, they bring new technology and tools to
outlying communities that would otherwise not have access to these advances.
Bridgebuilder caravans are quite impressive -- a motley line of patchwork wagons drawn
by mules and donkeys, filled with scraps of building materials, portable smithies, and
miniature sawmills. They are a welcome sight in any farming community and are always
welcomed with open arms.
(bry OH nee ah)
Like Chastaine, Bryonia is represented as a beautiful,
charismatic woman. It is she who is responsible for love, and in her kindness watches
over pregnant women, mothers, and young lovers. However, Bryonia also has a darker
side. Those who fail to offer her gifts and sacrifices often find that their love
affairs go astray, or even worse, they have complications in childbirth that often
lead to permanent injury or death.
For a long, long time, Bryonia was the favorite of all the Raskian goddesses, and some
very old legends tell of her being the consort of Goag, and sometimes even of Kuthra.
About fifteen hundred years ago, the Order of Ase began to gain in prominence and
Bryonia fell out of favor. However, to this day her priestesses are well-known for
their valuable advice and pleasurable companionship.
Bryonia's priests and priestesses are midwives and
counselors, known to give aid to those in Bryonia's grip.
Alignment: Chaotic Neutral
Symbol: Two conjoined circles, one silver, one gold.
Domains: Emotion, Healing, Animal
Favored Weapons: Dagger
Church of Bryonia
A small religious order known mostly in Isengroth and the Russk nations, the Church of
Bryonia is well-loved by the people. The church contains both men and women, but only
women are allowed to progress into the upper levels of the priesthood. They serve as
midwives, counselors, and charity workers. The church is lead by the High Priestess,
whose main seat is in Brell.
The Ancient Temple of the Passions of Bryonia
Many years ago, a group of Bryonian priestesses came to the conclusion that the
intense emotions and desires that accompanied their worship were actually a test sent
by the Goddess of Love. They built a temple in southern Isengroth where they taught a
strict regiment of exercise, diet, and meditation the purpose of which was to unify
the spirit and the body, and achieve perfect control over one's emotion.
This strict order gained some amount of popularity, and for a time the graduates of
this temple were highly sought as concubines, wives, and counselors for their unique
insight into the human condition. However, eventually scandal and pressures from the
Order of Ase forced the students of this temple into seclusion, and today they exist
only as rumor and legend.
(EE vix)
Like many of the Raskian deities, Yvyx has two sides. His most well-known is the
trickster. He is infamous for his pranks and mischievous plots. It is this facet of
the god which is revered by thieves and other rogues. Yvyx's other side is that of
the shrewd merchant, whose scheming always results in great financial gain. This is
the side most worshiped by many of Raskia's merchants and peddlers.
Yvyx is portrayed as either a sneaky, slinky man continually shrouded by shadows, or
as an upright, richly dressed merchant draped in gold and jewels.
Alignment: Chaotic Neutral
Symbol: A gold coin adorned with a man's face.
Half of the face is shadowed, half brightly lit.
Domains: Luck, Trickery, Knowledge, Chaos
Favored Weapons: Rapier
The Syndicate
While not strictly a priesthood, it should be noted that this universally known guild
of merchants is headed by a trio of powerful priests, all dedicated to Yvyx. They are
based in Brell, but their fingers are spread throughout Raskia. Every major shipping
line and trading route is at least partially controlled by the Syndicate, and their
only major competition in the merchanting business is the Gnomish Consortium.
Rumors abound of the Syndicate's darker side. Some say they fund thieves' guilds and
use unsavory means to achieve their goals. There is even talk of a secret cadre of
highly trained assassins and rogue wizards, waiting to do the Syndicate's bidding.
However, their obvious wealth and political power have caused even the mightiest of
kingdoms to be an occasional Syndicate bedfellow.
| Major Deities |
| Name |
Alignment |
Domains |
Favored Weapons |
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| | Goag | Neutral |
Water, Air, Travel | Trident, Net |
| Kuthra | Lawful Good |
Law, Sun, Good, War | Longsword, Lance |
| Elgoth | Lawful Neutral |
Law, Protection, Sun, Magic | Mace, Morning
Star |
| Ase | Neutral |
Magic, Moon, Trickery | Bow, Spear |
| Aggrek | Chaotic Evil |
War, Chaos, Protection | All of them! |
| Garamond | Lawful
Evil | Evil, Destruction, Trickery,
Fire | Scourge, whip, flail |
| Pykano | Neutral |
Luck, Harvest, Earth, Plant | Sickle |
| Nunea | Neutral |
as Druid | as Druid |
| Hadwn | Neutral |
Death, Knowledge, Protection | Greataxe |
| Chastaine | Chaotic Good |
Craft, Travel, Knowledge | Quarterstaff |
| Bryonia | Chaotic
Neutral |
Animal, Healing, Emotion | Dagger |
| Yvyx | Chaotic Neutral |
Luck, Trickery, Knowledge, Chaos | Rapier |
Domains listed in bold are new domains, and are described
below.
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New Domains
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| Moon Domain |
Emotion Domain |
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Like the Sun Domain focuses on light and burning, the Moon Domain
focuses on darkness and insanity. Ase, the Moon Goddess, is known
for these things.
Deities: Ase
Granted Powers: Darkvision. Clerics of the Moon
Domain can see in the dark up to 60 feet. Darkvision is
black and white only, but it is otherwise like normal
sight, and these Clerics can function just fine with no
light at all.
Rebuke or command lycanthropes as an evil cleric rebukes undead.
Lycanthropes are seen as abominations in the eyes of Ase. Use this
ability a total number of times per day equal to 3 + your Charisma
modifier.
Moon Domain Spells
- Faerie Fire. Outlines subjects with light, canceling
blur, concealment, etc.
- Darkness. 20-ft. radius of supernatural darkness
- Fear. Subjects within cone flee for 1 round/level
- Confusion. Makes subject behave oddly for 1 round/level
- Nightmare. Send vision dealing 1d10 damage, fatigue
- Shadow Walk. Step into shadow to travel rapidly
- Insanity. Subject suffers continuous confusion
- Demand. As sending, plus you can send suggestion
- Weird. As phantasmal killer, but affects all
within 30 ft.
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In ancient times the gods ruled over man's passions, eliciting
foolishness and bravery in the face of adversity and doom. Bryonia,
the Goddess of Love and Passion, rules over the hearts of men.
Deities: Bryonia
Granted Powers: Counter enchantments. Channel stored spell
energy into countering Enchantment spells. For example, if a wizard
is casting Suggestion, the Cleric could "lose" a
prepared 3rd level spell to counter it as a normal counterspell.
Independent Will. Gain a +2 bonus to save against all Enchantment
spells.
Emotion Domain Spells
- Charm Person. Make one person your friend.
- Enthrall. Captivates all within 100 ft. + 10ft/level.
- Emotion. Arouses strong emotion in subject.
- Charm Monster. Makes monster believe it is your ally.
- Dominate Person. Controls humanoid telepathically.
- Geas/Quest. Command any subject to perform a task.
- Demand. As sending, plus you can send suggestion
- Binding. Array of techniques to imprison a creature.
- Dominate Monster. As dominate person, but any creature.
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| Craft Domain |
Harvest Domain |
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Some deities are dedicated to creation and invention, to building
and art and acts of creativity and discovery.
Deities: Chastaine
Granted Powers: All Craft skills are Class skills. In
addition, the Cleric gains a +2 bonus to all Craft skills and an
additional +2 bonus to Appraise.
Craft Domain Spells
- Unseen Servant
- Make Whole
- Shrink Item
- Minor Creation
- Major Creation
- Fabricate
- Refuge
- Simulacrum
- Polymorph Any Object
This Domain was created by
Judson Powers and is used
here with his permission.
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To farmers and others living off of the land, Clerics with power
over plants are seen as a great necessity, and the deities that
grant these powers as vital.
Deities: Pykano
Granted Powers: Profession(farmer), Knowledge(nature), and
Wilderness Lore are Class skills. In addition, the Cleric receives
a +2 bonus to Profession(farmer) and Knowledge(nature).
Harvest Domain Spells
- Goodberry
- Speak With Plants
- Plant Growth
- Control Plants
- Commune With Nature
- Liveoak
- Control Weather
- Command Plants
- Shambler
This Domain was created by
Judson Powers and is used
here with his permission.
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